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1 | | -#pragma kernel ShadeDeferred_Fptl SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=0 |
2 | | -#pragma kernel ShadeDeferred_Clustered SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=0 //TODO: disabled clustered permutations so far as it leads to the error "All kernels must use same constant buffer layouts" |
3 | | -#pragma kernel ShadeDeferred_Fptl_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl_Debug USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=1 |
4 | | -#pragma kernel ShadeDeferred_Clustered_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered_Debug USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=1 |
5 | | - |
6 | | -#define TILE_SIZE 8 |
7 | | - |
8 | | - |
9 | | -// Hacks to get the header to compile in compute |
10 | | -#define SHADER_TARGET 50 |
11 | | -#define UNITY_PBS_USE_BRDF1 |
12 | | -#define fixed4 float4 |
13 | | -#include "UnityLightingCommon.cginc" |
14 | | -#undef fixed4 |
15 | | - |
16 | | -float3 EvalMaterial(UnityLight light, UnityIndirect ind); |
17 | | -float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind); |
18 | | - |
19 | | -// uses the optimized single layered light list for opaques only |
20 | | - |
21 | | -#ifdef USE_FPTL_LIGHTLIST |
22 | | -#define OPAQUES_ONLY |
23 | | -#endif |
24 | | - |
25 | | -#include "TiledLightingTemplate.hlsl" |
26 | | -#include "TiledReflectionTemplate.hlsl" |
27 | | - |
28 | | -Texture2D_float _CameraDepthTexture; |
29 | | -Texture2D _CameraGBufferTexture0; |
30 | | -Texture2D _CameraGBufferTexture1; |
31 | | -Texture2D _CameraGBufferTexture2; |
32 | | -Texture2D _CameraGBufferTexture3; |
33 | | - |
34 | | -RWTexture2D<float4> uavOutput : register(u0); |
35 | | - |
36 | | -struct v2f { |
37 | | - float4 vertex : SV_POSITION; |
38 | | - float2 texcoord : TEXCOORD0; |
39 | | -}; |
40 | | - |
41 | | -v2f vert(float4 vertex : POSITION, float2 texcoord : TEXCOORD0) |
42 | | -{ |
43 | | - v2f o; |
44 | | - o.vertex = UnityObjectToClipPos(vertex); |
45 | | - o.texcoord = texcoord.xy; |
46 | | - return o; |
47 | | -} |
48 | | - |
49 | | -struct StandardData |
50 | | -{ |
51 | | - float3 specularColor; |
52 | | - float3 diffuseColor; |
53 | | - float3 normalWorld; |
54 | | - float smoothness; |
55 | | - float occlusion; |
56 | | - float3 emission; |
57 | | -}; |
58 | | - |
59 | | -struct LocalDataBRDF |
60 | | -{ |
61 | | - StandardData gbuf; |
62 | | - |
63 | | - // extras |
64 | | - float oneMinusReflectivity; |
65 | | - float3 Vworld; |
66 | | -}; |
67 | | - |
68 | | -static LocalDataBRDF g_localParams; |
69 | | - |
70 | | -StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) |
71 | | -{ |
72 | | - StandardData data; |
73 | | - |
74 | | - data.normalWorld = normalize(2 * gbuffer2.xyz - 1); |
75 | | - data.smoothness = gbuffer1.a; |
76 | | - data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; |
77 | | - data.occlusion = gbuffer0.a; |
78 | | - data.emission = gbuffer3.xyz; |
79 | | - |
80 | | - return data; |
81 | | -} |
82 | | - |
83 | | -half3 BRDF3_Direct2(half3 diffColor, half3 specColor, half rlPow4, half smoothness) |
84 | | -{ |
85 | | - half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp |
86 | | - // Lookup texture to save instructions |
87 | | - half specular = tex2Dlod(unity_NHxRoughness, half4(rlPow4, SmoothnessToPerceptualRoughness(smoothness), 0, 0)).UNITY_ATTEN_CHANNEL * LUT_RANGE; |
88 | | -#if defined(_SPECULARHIGHLIGHTS_OFF) |
89 | | - specular = 0.0; |
90 | | -#endif |
91 | | - |
92 | | - return diffColor + specular * specColor; |
93 | | -} |
94 | | - |
95 | | - |
96 | | -float3 EvalMaterial(UnityLight light, UnityIndirect ind) |
97 | | -{ |
98 | | - StandardData data = g_localParams.gbuf; |
99 | | - return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind); |
100 | | -} |
101 | | - |
102 | | -float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind) |
103 | | -{ |
104 | | - StandardData data = g_localParams.gbuf; |
105 | | - |
106 | | - return data.occlusion * UNITY_BRDF_PBS(0, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind).rgb; |
107 | | -} |
108 | | - |
109 | | -[numthreads(TILE_SIZE, TILE_SIZE, 1)] |
110 | | -void SHADE_DEFERRED_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) |
111 | | -{ |
112 | | - uint2 pixCoord = dispatchThreadId; |
113 | | - |
114 | | - float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x; |
115 | | - float linDepth = GetLinearDepth(zbufDpth); |
116 | | - |
117 | | - float3 vP = GetViewPosFromLinDepth(pixCoord, linDepth); |
118 | | - float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz; |
119 | | - float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld |
120 | | - |
121 | | - float4 gbuffer0 = _CameraGBufferTexture0.Load(uint3(pixCoord.xy, 0)); |
122 | | - float4 gbuffer1 = _CameraGBufferTexture1.Load(uint3(pixCoord.xy, 0)); |
123 | | - float4 gbuffer2 = _CameraGBufferTexture2.Load(uint3(pixCoord.xy, 0)); |
124 | | - float4 gbuffer3 = _CameraGBufferTexture3.Load(uint3(pixCoord.xy, 0)); |
125 | | - |
126 | | - StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3); |
127 | | - |
128 | | - g_localParams.gbuf = data; |
129 | | - g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); |
130 | | - g_localParams.Vworld = Vworld; |
131 | | - |
132 | | - uint2 tileCoord = groupId >> 1; |
133 | | - |
134 | | - uint numLightsProcessed = 0; |
135 | | - float3 c = data.emission + ExecuteLightList(numLightsProcessed, tileCoord, vP, vPw, Vworld); |
136 | | - |
137 | | - uint numReflectionsProcessed = 0; |
138 | | - c += ExecuteReflectionList(numReflectionsProcessed, tileCoord, vP, data.normalWorld, Vworld, data.smoothness); |
139 | | - |
140 | | -#if ENABLE_DEBUG |
141 | | - c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c); |
142 | | -#endif |
143 | | - |
144 | | - uavOutput[pixCoord] = float4(c, 1.0); |
145 | | -} |
146 | | - |
| 1 | +#pragma kernel ShadeDeferred_Fptl SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=0 |
| 2 | +#pragma kernel ShadeDeferred_Clustered SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=0 //TODO: disabled clustered permutations so far as it leads to the error "All kernels must use same constant buffer layouts" |
| 3 | +#pragma kernel ShadeDeferred_Fptl_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl_Debug USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=1 |
| 4 | +#pragma kernel ShadeDeferred_Clustered_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered_Debug USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=1 |
| 5 | + |
| 6 | +#define TILE_SIZE 8 |
| 7 | + |
| 8 | + |
| 9 | +// Hacks to get the header to compile in compute |
| 10 | +#define SHADER_TARGET 50 |
| 11 | +#define UNITY_PBS_USE_BRDF1 |
| 12 | +#define fixed4 float4 |
| 13 | +#include "UnityLightingCommon.cginc" |
| 14 | +#undef fixed4 |
| 15 | + |
| 16 | +float3 EvalMaterial(UnityLight light, UnityIndirect ind); |
| 17 | +float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind); |
| 18 | + |
| 19 | +// uses the optimized single layered light list for opaques only |
| 20 | + |
| 21 | +#ifdef USE_FPTL_LIGHTLIST |
| 22 | +#define OPAQUES_ONLY |
| 23 | +#endif |
| 24 | + |
| 25 | +#include "TiledLightingTemplate.hlsl" |
| 26 | +#include "TiledReflectionTemplate.hlsl" |
| 27 | + |
| 28 | +Texture2D _CameraGBufferTexture0; |
| 29 | +Texture2D _CameraGBufferTexture1; |
| 30 | +Texture2D _CameraGBufferTexture2; |
| 31 | +Texture2D _CameraGBufferTexture3; |
| 32 | + |
| 33 | +RWTexture2D<float4> uavOutput : register(u0); |
| 34 | + |
| 35 | +struct v2f { |
| 36 | + float4 vertex : SV_POSITION; |
| 37 | + float2 texcoord : TEXCOORD0; |
| 38 | +}; |
| 39 | + |
| 40 | +v2f vert(float4 vertex : POSITION, float2 texcoord : TEXCOORD0) |
| 41 | +{ |
| 42 | + v2f o; |
| 43 | + o.vertex = UnityObjectToClipPos(vertex); |
| 44 | + o.texcoord = texcoord.xy; |
| 45 | + return o; |
| 46 | +} |
| 47 | + |
| 48 | +struct StandardData |
| 49 | +{ |
| 50 | + float3 specularColor; |
| 51 | + float3 diffuseColor; |
| 52 | + float3 normalWorld; |
| 53 | + float smoothness; |
| 54 | + float occlusion; |
| 55 | + float3 emission; |
| 56 | +}; |
| 57 | + |
| 58 | +struct LocalDataBRDF |
| 59 | +{ |
| 60 | + StandardData gbuf; |
| 61 | + |
| 62 | + // extras |
| 63 | + float oneMinusReflectivity; |
| 64 | + float3 Vworld; |
| 65 | +}; |
| 66 | + |
| 67 | +static LocalDataBRDF g_localParams; |
| 68 | + |
| 69 | +StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) |
| 70 | +{ |
| 71 | + StandardData data; |
| 72 | + |
| 73 | + data.normalWorld = normalize(2 * gbuffer2.xyz - 1); |
| 74 | + data.smoothness = gbuffer1.a; |
| 75 | + data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; |
| 76 | + data.occlusion = gbuffer0.a; |
| 77 | + data.emission = gbuffer3.xyz; |
| 78 | + |
| 79 | + return data; |
| 80 | +} |
| 81 | + |
| 82 | +half3 BRDF3_Direct2(half3 diffColor, half3 specColor, half rlPow4, half smoothness) |
| 83 | +{ |
| 84 | + half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp |
| 85 | + // Lookup texture to save instructions |
| 86 | + half specular = tex2Dlod(unity_NHxRoughness, half4(rlPow4, SmoothnessToPerceptualRoughness(smoothness), 0, 0)).UNITY_ATTEN_CHANNEL * LUT_RANGE; |
| 87 | +#if defined(_SPECULARHIGHLIGHTS_OFF) |
| 88 | + specular = 0.0; |
| 89 | +#endif |
| 90 | + |
| 91 | + return diffColor + specular * specColor; |
| 92 | +} |
| 93 | + |
| 94 | + |
| 95 | +float3 EvalMaterial(UnityLight light, UnityIndirect ind) |
| 96 | +{ |
| 97 | + StandardData data = g_localParams.gbuf; |
| 98 | + return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind); |
| 99 | +} |
| 100 | + |
| 101 | +float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind) |
| 102 | +{ |
| 103 | + StandardData data = g_localParams.gbuf; |
| 104 | + |
| 105 | + return data.occlusion * UNITY_BRDF_PBS(0, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind).rgb; |
| 106 | +} |
| 107 | + |
| 108 | +[numthreads(TILE_SIZE, TILE_SIZE, 1)] |
| 109 | +void SHADE_DEFERRED_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) |
| 110 | +{ |
| 111 | + uint2 pixCoord = dispatchThreadId; |
| 112 | + |
| 113 | + float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x; |
| 114 | + float linDepth = GetLinearDepth(zbufDpth); |
| 115 | + |
| 116 | + float3 vP = GetViewPosFromLinDepth(pixCoord, linDepth); |
| 117 | + float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz; |
| 118 | + float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld |
| 119 | + |
| 120 | + float4 gbuffer0 = _CameraGBufferTexture0.Load(uint3(pixCoord.xy, 0)); |
| 121 | + float4 gbuffer1 = _CameraGBufferTexture1.Load(uint3(pixCoord.xy, 0)); |
| 122 | + float4 gbuffer2 = _CameraGBufferTexture2.Load(uint3(pixCoord.xy, 0)); |
| 123 | + float4 gbuffer3 = _CameraGBufferTexture3.Load(uint3(pixCoord.xy, 0)); |
| 124 | + |
| 125 | + StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3); |
| 126 | + |
| 127 | + g_localParams.gbuf = data; |
| 128 | + g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); |
| 129 | + g_localParams.Vworld = Vworld; |
| 130 | + |
| 131 | + uint2 tileCoord = groupId >> 1; |
| 132 | + |
| 133 | + uint numLightsProcessed = 0; |
| 134 | + float3 c = data.emission + ExecuteLightList(numLightsProcessed, tileCoord, vP, vPw, Vworld); |
| 135 | + |
| 136 | + uint numReflectionsProcessed = 0; |
| 137 | + c += ExecuteReflectionList(numReflectionsProcessed, tileCoord, vP, data.normalWorld, Vworld, data.smoothness); |
| 138 | + |
| 139 | +#if ENABLE_DEBUG |
| 140 | + c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c); |
| 141 | +#endif |
| 142 | + |
| 143 | + uavOutput[pixCoord] = float4(c, 1.0); |
| 144 | +} |
| 145 | + |
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